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12

No. But remember: a single attack in Dungeons and Dragons doesn't necessarily correspond to a single strike with a weapon - just a concerted effort to inflict harm to a target with a weapon. While it's possible to imagine that combat involves characters and monsters facing off for a few seconds, then each making one strike, and then settling back to a ...


11

Nope. You only get one attack per action, unless you have the extra attack feature. You can also make additional attacks with your bonus action if using light one handed weapons (can be improved with class features or feats). No amount of dextery will affect your attack options if you are going by the rulebooks.


10

They can't, but it's probably a mistake You're correct that a level 1 character has 1 hit die and since Healing Surge lets them use half, rounded down, it doesn't do anything for them. That said, there was an identical issue with recovering hit dice that was corrected once it was pointed out. I expect that the intent is for there to be a minimum of 1 hit ...


8

Use the vanilla proficiency to calculate passive skills. Passive perception is there for several reasons, but mainly, to avoid rolling dice. That's why passive skills are always a 10 + modifiers. 10 is the rounded down average of a d20 (10.5 is the total average). Proficiency dice optional rule use the dice average number closer to that proficiency number. ...


6

Variants are generally not fully developed rules, more akin to fairly comprehensive idea suggestions. You are always going to have to massage variants a bit more than other rules to get them to fit; supplements written after the variant, for example, will almost-never take that variant into account (though it may consider earlier supplemental material, and ...


6

Is the massive damage rule needed? No There are so many ways to die in Dungeons and Dragons 3.5 that eliminating one relatively rare thing that can kill a creature likely won't have any long-term game impact. A handful of special abilities expect the massive damage rule to be in effect but not enough so that its removal would be disruptive enough for the ...


5

Everybody or nobody must use Honor. This is how the Dungeon Master describes whether to use them or not. If you're running a campaign shaped by a strict code of honor or the constant risk of insanity, consider adding one or both these new ability scores: Honor and Sanity. It's clear that it's a DM's election, not player's. That means it change rules ...


5

Table 46 should have its second column labeled "Cost" instead. This and various other errata for the somewhat infamously poorly edited Skills & Powers book can still be found on wizards.com, but who knows for how long. If you're using the Player's Option series a lot, back in the day I wrote an integrated, classless, fixed version of the whole mess ...


4

Table 45 (Nonweapon Proficiency Groups) has four columns: Proficiency, Cost, Initial Rating, and Ability. (Ability scores modify a Non-Weapon proficiency. Modifiers based on Ability Score are found in Table 44). Example: Trait Cost Initial Rating Ability Deep Diving 2 5 Dexterity/Balance, ...


4

Yes you get all the bonus spells for your Intuition score and below. Pages 18–19, emphasis mine: Bonus Spells: This is the number of additional spells that priest characters receive, according to their Intuition scores. Note that the extra spells are cumulative, and the priest can cast only those spells allowed by his experience level. So priest with ...


3

No, this won't break the game. From your comment that clarified your question: I suppose my question hopes for a little more - does the game break if only one person takes honor? e.g. if one character is a Ronin-type who comes from another culture that is honor based and is now in an environment where everyone else is not honor bound. Even ...


2

The option is listed in the Animal Companions Description header: As you gain levels, your animal companion improves as well, usually at 4th or 7th level, in addition to the standard bonuses noted on Table: Animal Companion Base Statistics. Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the ...


2

A first level character has 1/2=0 hit dice to spend and cannot benefit from Healing Surge.


2

This is not a problem for most effects. Most of them last “until the end of your next turn”, which for effects that benefit something you want to do on your next turn is plenty long enough. The only case where that produces counterintuitive results is when an effect disadvantages your opponent, as in your defensive spell example or a monk's Stunning Strike, ...


1

In normal combat without the variant rule, a round is a fixed unit of time (6 seconds), whereas a turn isn't so much a measure of time as the order in which your actions get resolved within that 6 second window. After all, if each turn truly represented a sequential block of time occurring within the 6 second window, participants would act faster with more ...


1

The GM should telegraph such monsters If a medusa comes out of a random encounter table and petrifies someone without any warning, that character's player is likely to feel ripped off, and rightly so. It's on the GM to drop hints that a medusa might be in the future, preferably while the party still has enough time to gather necessary supplies and prepare ...



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